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Development of a 2D Educational Animation on the Adverse Health and Mental Effects of Excessive Gaming Navelina, Navelina; Syahputra, Bayu
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10529

Abstract

Online video games are one of the popular entertainment media among young people. However, it can increase the phenomenon of game addiction among students which has the potential to cause health and mental problems. This study aims to develop educational media in the form of 2D animated videos about the adverse health and mental effects of excessive gaming. The method used in this research is the Research and Development (R&D) approach with the Multimedia Development Life Cycle (MDLC) framework. Consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The final product is a 2–3-minute animated video published on social media platforms such as YouTube and Instagram Reels. Validation was conducted through assessments by 81 respondents (students/teenagers) as users. The results show that this 2D educational animation received an average score in the “very good” category in terms of visual appearance, narration, content, and overall appeal. Thus, the media is considered an effective and engaging digital learning tool for increasing student and youth awareness about the harmful effects of game addiction.
Exploring the Indonesian Judicial System: Design and Development of 2D Assets for Video Games Using Research and Development Methodology Wibowo, Tony; Evans, Felix; Livianti, Fiona; Syahputra, Bayu
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.214

Abstract

Indonesia’s judicial system is a complex structure filled with intricate elements that make it a whole institution for administering justice. Video games can allow people to engage with it and help explore Indonesia's judicial system interactively and uniquely. 2D assets significantly impact video games as they can enhance the playing experience and overall quality of the game. The present study aims to design and develop 2D game assets for the development of a video game based on the Indonesian judicial system The development process of the 2D assets will utilize a research and development methodology to ensure that the designed assets not only meet aesthetic standards but also accurately reflect the cultural and procedural aspects of the judicial system, thereby enriching the educational value of the game. Through this, we posit that the video game can serve as an effective tool for educating the younger generation about the Indonesian judicial system and potentially inspire interest in the field of law and justice.
Perancangan Konten Digital di PT Indo Multi Warna Deli; Zaspin; Bayu Syahputra
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10701

Abstract

Magang kerja merupakan bentuk pembelajaran praktis di dunia industri untuk mengembangkan keterampilan mahasiswa sesuai bidang keahlian. Artikel ini membahas laporan pengalaman magang sebagai desainer grafis di PT Indo Multi Warna, distributor produk cat PFF Paint di Kepulauan Riau. Kegiatan berfokus pada pembuatan konten visual untuk mendukung pemasaran digital perusahaan. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang mencakup enam tahap: concept, design, material collecting, assembly, testing, dan distribution. Luaran yang dihasilkan berupa desain konten media sosial, video motion grafis, dan kalender konten. Semua luaran telah digunakan oleh perusahaan dan dipublikasikan di media sosial. Hasil implementasi menunjukkan peningkatan positif dalam keterlibatan audiens, jumlah tayangan, serta pertumbuhan pengikut di media sosial. Kegiatan magang ini menunjukkan bahwa desain grafis memiliki peran penting dalam meningkatkan daya tarik visual dan efektivitas promosi digital perusahaan.
Pelatihan Animasi 2d sebagai Pendamping Ekskul Animasi di Sma Kartini Batam Pratama, Jimmy; Lesilolo, Leona Stephanie; Syahputra, Bayu
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10823

Abstract

Artikel ini membahas mengenai kerja praktik yang bertujuan untuk mendukung pengembangan kemampuan animasi 2D siswa-siswi SMA Kartini Batam melalui pelatihan ekstrakurikuler. Permasalahan utama yang dihadapi adalah kurangnya pemahaman dan pengalaman siswa serta tidak adanya program pelatihan yang terstruktur. Metode yang digunakan meliputi observasi, wawancara, dan pelatihan langsung serta pendampingan menggunakan aplikasi CapCut. Hasilnya, siswa mampu memahami dasar-dasar animasi 2D dan menghasilkan animasi bertema PPDB dengan durasi maksimal satu menit. Kegiatan ini meningkatkan kemampuan digital dan kepercayaan diri siswa. Kedepannya, pelatihan lanjutan dengan materi teknis yang lebih mendalam dan eksplorasi software animasi lainnya sangat disarankan.
3D MODEL BEDROOM CONCEPT USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) Pratama, Jimmy; Stephanie; Syahputra, Bayu
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol. 15 No. 1 (2024): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v15i1.769

Abstract

Interior is the arrangement of the inner room with the aim of meet the needs of the facility, namely the element of functionality and the aesthetic element of beauty. However, not all rooms can implement both elements because of a lack of knowledge about rooms and interiors. Interior design also can’t be done carelessly, especially the bedroom. This is because the bedroom can give an impression which is an important principle for users, namely the level of comfort and type of activity. Therefore, the aim of this research is to provide the visualization of bedroom interior in 3D animation to be a source of reference for users. This research use R&D (Research and Development) method, which use a qualitative approach by interviewing 30 respondents as a research method and by Multimedia Development Life Cycle (MDLC) method as a development method. The result of this research is the visualization of bedroom interior in 3D animation that can be used as a reference source for users to design bedroom interiors.
Implementasi Metode WASPAS Untuk Menentukan Pengawas Vendor Terbaik Pada PT Sumber Mutiara Indah Perdana Syahputra, Bayu; Sellyana, Ari; Desriyati, Welly
Jurnal Teknologi Komputer dan Informasi Vol. 13 No. 1 (2025): Januari - Juni 2025
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v13i1.764

Abstract

PT Sumber Mutiara Indah Perdana is a factory that operates in the industrial sector, namely building a sugar factory located on Jl. Pelintung, Dumai, Riau. Every month the company always gets a project tender to collaborate with anothercompany, the company always gives opportunities to employees who are trusted to handle a project. However, the problem faced by the company is that many employees want to take over a project, because if an employee succeeds and wins the project, the employee will get a bonus, so the company is very confused about choosing who will be the vendor supervisor if they get a new project. The company only uses Excel or a performance evaluation form to assess the performance of employees who will be trusted to handle a project. So far, companies only assess the performance of employees who are close to managers, who always get good ratings, resulting in gaps between employees and becoming an obstacle for companies to be able to develop a company's business. For this reason, a computerized system is needed that can help companies minimize the emergence of jealousy between fellow employees in becoming supervisors of vendors on a project.
Analisis Pengaruh Game Online Dan Motivasi Bermain Terhadap Minat Belajar Siswa SD di Kota Batam Sama, Hendi; Syahputra, Bayu; Siahaan, Mangapul; Zulkarnain, Zulkarnain; Sabariman, Sabariman; Eryc, Eryc
Journal of Information System and Technology (JOINT) Vol. 6 No. 3 (2025): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v6i3.11501

Abstract

This study aims to determine the effect of online games and playing motivation on the learning interest of elementary school students in Batam City. The research method used is a qualitative and quantitative method with variables Online Games (X1), Motivation to Play (X2) and Interest in Learning (Y). The qualitative method took 30 samples of elementary school students, and the quantitative method took 392 samples of elementary school students with the population set at 20,000, because there is no specific number. Qualitative data collection techniques were carried out by interviewing respondents, while quantitative data collection, it was done by distributing questionnaires and measurement using a Likert scale. Data analysis in both methods was carried out using the SPSS application, specifically for the qualitative method was codified first. From the results of the qualitative and quantitative analysis, it can be concluded that the variables Online Games and Motivation to Play partially and simultaneously have a significant effect on the variable Interest in Learning. It can also be concluded that the variable Interest in Learning is influenced by the variables Online Games and Motivation to Play by 59.9% while 40.1% is influenced by other variables not examined in this study.
VISUALISASI STRUKTUR ORGAN ANATOMI HEWAN TERNAK BERBASIS AUGMENTED REALITY Jimmy Pratama; Bayu Syahputra; Febby Anggellya
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.239

Abstract

Over time, the utilization of Augmented Reality (AR) in education is growing, especially in biological science learning media. This study aims to develop a 3D-based Augmented Reality application for visualizing the anatomical organ structure of farm animals, especially cows (Bos taurus) and chickens (Gallus gallus). The application in this study is designed to provide an interactive learning experience with features such as rotation, zoom, and in-depth exploration of the organ structure of farm animals, especially cows and chickens. This research aims to develop Augmented Reality (AR) based learning media that displays the anatomical organ structure of farm animals, such as cows and chickens. The method used as development is Research and Development (R&D) and a qualitative approach to explore user feedback on the application. Development includes needs analysis, design, prototyping, and testing. The results of the qualitative approach, namely interviews, showed that 80% of participants felt that this application was effective in helping to understand animal anatomy. This research concludes that AR is an interesting and effective learning medium, with recommendations for further development using interactive elements and 3D technology.
Genre-Based Sentiment and Emotion System for Audience Insight Suwarno, Suwarno; Wesly, Wesly; Syahputra, Bayu
TIERS Information Technology Journal Vol. 6 No. 2 (2025)
Publisher : Universitas Pendidikan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38043/tiers.v6i2.7183

Abstract

Movies can influence people’s moods in different ways depending on film genre. Fear is commonly induced by horror films, whereas joy is typically associated with comedy. Understanding how genre-based expectations shape audience emotions offers valuable insights for producers and digital platforms. However, previous studies have only briefly examined this relationship, with most focusing on general sentiment analysis. This study develops a genre-based sentiment and emotion model to analyze how film genres influence audience reactions. The Cross-Industry Standard Process for Data Mining (CRISP-DM) framework was applied to 46,173 IMDb reviews using Term Frequency–Inverse Document Frequency (TF-IDF) features and three machine learning models: Logistic Regression, Linear Support Vector Classification, and One-vs-Rest Logistic Regression. The results show that Fear (0.704) and Anger (0.684) are the most dominant emotions, indicating that audiences tend to be more emotionally engaged with intense genres. The model was also implemented in a Flask–React web-based system that allows users to analyze and visualize reviews in real time. These findings provide practical implications for filmmakers, producers, and streaming platforms in adjusting genre design, content recommendation, and promotional strategies to align with audience emotional responses.
From Expectations to Execution: Developing Dating SIM FMVs for Girls Tony Wibowo; Clarita Clarita; Jackson Candra Dinata; Joshua Lucas Samudra; Jonathan Sukianto; Bayu Syahputra
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2028

Abstract

This study explores the development of a Full Motion Video (FMV) dating simulation game designed for female players, emphasizing the integration of Indonesian cultural elements into the narrative and gameplay. The research adopts the Game Development Life Cycle (GDLC) framework, covering stages including scripting, casting, video production, editing, and implementation using Unity with C# and the FMV node systems. A qualitative approach was employed through market analysis and semi-structured interviews to examine player expectations in terms of enjoyment, fantasy, motivation, satisfaction, and their overall experience. The findings indicate that FMV dating simulations appeal to players because of their immersive realism, emotional engagement, and escapist qualities. Narrative depth and character development are key factors influencing long-term engagement. Furthermore, integrating Indonesian cultural values, aesthetics, and social contexts enhances player immersion and promotes cultural appreciation. This study demonstrates that culturally grounded FMV games function not only as entertainment media but also as a platform for cultural preservation and global cultural dissemination.
Co-Authors Adi Adi Adi Aguspriyanti, Carissa Dinar Alifa Nadaa Samiyyah Andrian, Jason Antony Antony Anweidri Chai Bryan Tandian Bryan Tandian Charline Marshella Ong Christiana Christiana Christine Gabriella Clarita Clarita Crystina Crystina Deli Deli Deli Deli Della Hervi Syahputri Dinna Theresia Kalalo dulcie maria Edmund Edmund Egnes Egnes Eryc, Eryc Evans, Felix Febby Anggellya Fredian Simanjuntak Handyca, Handyca Helena Helena Hendi Che Heven Edrico Ika, Nadia Indasari Deu Jackson Candra Dinata Jesslyn Alvina Jolin Khonelia Jonathan Sukianto Joshua Lucas Samudra Jovel Benediktus Turangan Julvina Julvina Kelvianto Kelvianto Krisnawati Prabandari Kusnan Kusnan Leona Stephanie Lesilolo Lesilolo, Leona Stephanie Lijaputra , Delphy Livia Virensa Livianti, Fiona Marcellino, Marcellino Marikena, Nita Mayliska Tandi Muhamad Dody Firmansyah Mungkap Mangapul Siahaan Natasha Dwi Wulandari Navelina, Navelina Nicholas Nicholas Nicki Carter Nur Fatihah Osei Enoch Aboagye Pratama, Jimmy Raymond Reizky Alifa Hidayah Reynaldi Arsani Runtu Ricardo Ricardo Rudi Chandra Sabariman Sabariman Sabariman Sabariman Said Teguh Putra Ramadhan Sama, Hendi Sellyana, Ari Seprida Hanum Harahap, Seprida Hanum Stephanie Steven Marlin Suwarno Liang Suwarno Suwarno Tjahyadi, Surya Tony Wibowo, Tony Tresia Togi Mariboto br Manik Vallen Angellito Vania Vidella Vinson Vinson Vinson, Vinson Vivi Dominica Chai Vladimir Lim Wanda Fatika Sari Welly Desriyati Wesly Wesly Wesly, Wesly Wibowo, Tony Wilhma Amanda Putri William, Charles Wilson, Kenny Winson Winson Zaspin Zaspin Zulkarnain Zulkarnain Zulkarnain